leves

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  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - quests

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.04.2013

    We know now that the next test phase for Final Fantasy XIV will not be until June. This is good insofar as the next test will contain a lot more stuff and bad insofar as I want to play. Those of you living vicariously through impressions articles such as this one probably have less of a struggle with this scenario. And there is still a chunk of the first two phases to be discussed, obviously. If combat is the usual "how" of MMOs, quests are the usual "what." Final Fantasy XIV started out with a handful of quests and gained several more during Naoki Yoshida's tenure, but quests still weren't the main leveling content in version 1.0. That was a function reserved for guildleves, which have taken on a new role in the beta phases just as quests are enjoying an expanded importance. But it's not as simple as that change might imply.

  • Final Fantasy XIV previews levequests and group combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.20.2012

    Final Fantasy XIV is changing a lot with its relaunch, but many of those changes are a matter of giving the old a new purpose and function. Such is the case with the much-maligned levequest, previewed in the latest video update from the game's alpha version. The new system seems much cleaner, with more narrow level bands, a distributor right at the camp, and a much simpler interface for starting and finishing one of these quick repeatable bursts of content. Looking forward to working in a team a bit more? Then you'll be happy that the second half of the video is devoted to an early preview of group combat, switching back and forth between several members locked in battle with large opponents. While the abilities and balance are still rough, it's a clear departure from how the game looked and felt in the first version. Check out the full video just past the break.

  • The Mog Log: Love potion number 1.19

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.15.2011

    I've had another week to digest the enormous patch that we got last week, and I have to say that... I'm still not done. Really. I'm no longer in the stage of absolute baffled disbelief, but I haven't yet gotten a firm grip on all the changes. Heck, I haven't had time to explore all of them to my satisfaction. I've been questing and riding a chocobo hither and yon and noticing how repairs now cost me essentially pocket change. But I promised more talk about the patch this time around, and I've got more. I just want to emphasize how enormous this patch really is, bigger than any of its predecessors -- and considering how big several of Final Fantasy XIV's previous updates were, I'd say that's saying something. So let's talk about experience chains and powerleveling, class balance, and of course materia just past the break. Or rather, I'll talk. You know what I mean.

  • The Mog Log: Patch 1.19

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.08.2011

    So there was a Final Fantasy XIV patch on Tuesday. Maybe you heard about it. It was only all over the parts of the internet that care about Final Fantasy XIV, and even some that don't. This was not a patch in the traditional sense; it was a huge reworking and revamping of several parts of the game. It's a big patch, that's what I'm getting at. And I've spent the past several days diving into it with all the time I've had because this is the sort of thing that really changes a lot of core assumptions about the game. So it's been a time of empirical testing, a time of leveling, a time of dropping a lot of gil on new pieces of equipment and getting ready to tell my readers whether this patch was everything promised or fell flat. And truth be told, there's too much to address even in one column. But I can at least get started.

  • Final Fantasy XIV releases notes for patch 1.19

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.30.2011

    It's going to take another few days before Final Fantasy XIV drops the enormous patch 1.19 onto the live servers, but the patch notes have already been released. And most players will likely agree upon glancing at the extensive list of updates that the patch is well worth the wait. Several portions of the update have already been previewed, ranging from the crafting changes to the battle mechanic updates, but there's also a long list of improvements, additions, and other elements to look forward to. More details are available regarding the many additions to the Grand Company system, including Company leves, new quests, and the details for obtaining a Company chocobo along with obtaining membership. There's also a listing of new items available, a rundown of the new materia system, and a variety of updates and improvements to stats, mechanics, and abilities. The patch is planned for release on Tuesday, October 4th, a date that the game's players will likely be awaiting with bated breath.

  • The Mog Log: Nothing changes when you leve

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.02.2011

    Apparently, my not-really strategy of promising a column on a given topic in the following week has ensured that we're kept in a steady stream of interesting Final Fantasy XIV and Final Fantasy XI news, just enough that my plans for the following week are derailed. It does make the "next week" sentence a bit useless, but I'm not really complaining. So while I was going to talk about timing, this week we're talking about guildleves instead because Naoki Yoshida certainly wants to talk about the changes being made to guildleves. I talked a while back about the place that guildleves have in the game's overall scheme of content -- namely, that they serve the role of effective repeatable content that fills in the gaps between memorable content. The funny thing is, for all the talk in both the producer's letter and the subsequent outline of changes about what will be altered, I don't think the real change is coming down on our end. I think it's just a change in production values.

  • The Mog Log: The directed route

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.25.2010

    First things first: I should have pimped this last week, but the Aetheryte Radio Network's community show had me as a guest for the most recent episode. If you'd like to listen to my dulcet tones alongside Steak and Fusion as we discuss the game, The Mog Log, and how much we all hate Final Fantasy VIII, you are most definitely in luck. And because we've seen the last Final Fantasy XIV update we're going to get this year, the game seems like the thing to discuss. With the most recent update, pretty much anything that players claimed was just plain broken has been trimmed up and cleaned. (Whether or not that should have been the case in September is another discussion altogether.) So we're moving into the new year with everything working and a new team primed to start taking the game forward. So what exactly will that entail? Now that the functional issues of Final Fantasy XIV are tackled, there's just the other half of the equation to deal with -- making the game more engaging for a broader playerbase. Or to be more specific: the easy part is done, and now it's time to work on the hard part.

  • Final Fantasy XIV's December update goes live

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.15.2010

    Final Fantasy XIV players can take heart, as the first of two promised updates in December has just gone live. The game's last major update a month ago was centered on quality-of-life improvements, but this update is focused toward content as well, with the addition of several new guildleves and the promised notorious monsters. That doesn't mean that there's a shortage of improvements to the game's interface, however, with several persistent issues having been addressed or expanded, even beyond the previously known changes. Among the more welcome interface changes are the addition of visible timers to all status effects, an increase in the chat character limit, and improved display of an item's durability. As for content, players not looking to kill monsters can enjoy the first part of the promised recipe book and lessened spawns around gathering points, not to mention the option to abandon unwanted local levequests. Final Fantasy XIV players can look forward to a second update later in the month, that promises to build upon this update and offer further improvements to the game.

  • Third Final Fantasy XIV notorious monster previewed

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.08.2010

    Zanig'oh is a monster. Not really by his own decision, as he was bred to be a biological weapon, further augmented by alchemical arts and powerful warding runes etched into his scales. But as far as Final Fantasy XIV players will be concerned, he's still the sort of monster that needs to be put down as fast as possible. After all, he's the third notorious monster previewed by the development team, and he drops the runestones that are already known to be the key to powerful armor sets. That means it's drake-hunting season once the December update arrives. This newest preview also contains the third set available from the allagan runestones, with this set suited toward the more lightly-armored disciples of war. With a strong pirate theme, the set is heavy on evasion, thus making it ideal for players who prefer a more nimble playstyle. We're also promised further previews of the non-levequest notorious monsters, something that should entice Final Fantasy XIV players with the prospect of more rewards and challenges in the wilds of Eorzea. After drake-hunting season is over, anyway.

  • Final Fantasy XIV explains faction leves and server loads

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.04.2010

    The November update for Final Fantasy XIV brought with it a variety of improvements, and more are slated for the upcoming December update, but there's still a number of concepts within the core game that might be unclear. Previous developer dispatches have clarified a variety of topics, and the most recent one discusses the high-risk, high-reward faction levequests. It also talks about how server loads have been split up for areas, thus resulting in certain consequences for players wandering during regional levequests. Faction leves are familiar to any player over level 10 -- by completing several regional quests, a player may earn standing with a faction that can then be turned in for faction leves. The rewards for completing faction levequests are significant, but they require players to "spend" faction standing to access them. Of course, since successful completion can lead to more advanced leves, there's some motivation for players to take the plunge. Take a look at the official dispatch for the details as well as maps of how Final Fantasy XIV's regional server loads are divided.

  • Final Fantasy XIV updates official site with a guide to interactions and guildleves

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.01.2010

    Despite the in-game tutorial, players in Final Fantasy XIV aren't given a straightforward idea of where to go after the first few steps in the game. Early adopters have been gamely figuring out what comes next as they go, but Square-Enix has put together a small primer for new players covering two of the essentials -- interacting with objects (including the all-important aetheryte) and the specifics of acquiring guildleves and carrying out local leves. Some of the facts within the most recent dispatch will be familiar to players who have been in the game since the beginning, but the guide still includes interesting facts for all players, such as a map of the NPCs required for materials for some local leves. Veteran players can also appreciate the newly implemented History feature for individual characters, allowing one to track the progress of a character across Eorzea. Final Fantasy XIV newbies still won't have a straight line to walk through the game, but the addition of another guide should certainly help.